/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraLightRendererProperties.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, MinimalAPI, Meta=(DisplayName="Light Renderer")) class UNiagaraLightRendererProperties : public [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties)
uint32:  1
bAffectsTranslucency
Whether lights from this renderer should affect translucency.
uint32:  1
bAlphaScalesBrightness
When checked, will treat the alpha value of the particle's color as a multiplier of the light's brightness.
uint32:  1
bOverrideInverseExposureBlend
When enabled we will override the project default setting with our local setting.
uint32:  1
bUseInverseSquaredFalloff
Whether to use physically based inverse squared falloff from the light.
FVector3f
ColorAdd
A static color shift applied to each rendered light
FNiagaraVariabl...
ColorBinding
Which attribute should we use for light color when generating lights?
FNiagaraDataSet...
ColorDataSetAccessor
float
DefaultExponent
The exponent to use for all lights if no exponent binding was found
FNiagaraDataSet...
EnabledDataSetAccessor
FNiagaraDataSet...
ExponentDataSetAccessor
float
InverseExposureBlend
Blend Factor used to blend between Intensity and Intensity/Exposure.
FNiagaraVariabl...
LightExponentBinding
Which attribute should we use for the light's exponent when inverse squared falloff is disabled?
FNiagaraVariabl...
LightRenderingEnabledBinding
Which attribute should we use to check if light rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.
FNiagaraVariabl...
PositionBinding
Which attribute should we use for position when generating lights?
FNiagaraDataSet...
PositionDataSetAccessor
FNiagaraVariabl...
RadiusBinding
Which attribute should we use for light radius when generating lights?
FNiagaraDataSet...
RadiusDataSetAccessor
float
RadiusScale
A factor used to scale each particle light radius
int32
RendererVisibility
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
FNiagaraDataSet...
RendererVisibilityTagAccessor
FNiagaraVariabl...
RendererVisibilityTagBinding
Which attribute should we use for the renderer visibility tag?
FNiagaraDataSet...
ScatteringDataSetAccessor
ENiagaraRendere...
SourceMode
Whether or not to draw a single element for the Emitter or to draw the particles.
FNiagaraVariabl...
VolumetricScatteringBinding
Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light's intensity and color.